RCOM or 'Realistic' 'Combat' 'Overhaul' 'Mod' is a mod for S.T.A.L.K.E.R. - Call of Pripyat that aims to bring in a greater emphasis on realism. Additionally porting 'Clear sky' Levels to 'Call of Pripyat' which have been filled with new A-Life and content.

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Media RSS Feed Report media Inventory Space Script Demonstration Screenshots (view original)
Inventory Space Script Demonstration Screenshots
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sgt.davis44
sgt.davis44 Mar 26 2011, 7:37am says:

YESS!! Finally... I've been wanting this for a very VERY long time :) Thank you @Mac!

+4 votes     reply to comment
JohnnyTheWolf
JohnnyTheWolf Mar 26 2011, 10:59am says:

Do you plan to increase the item icons' size accordingly?

+2 votes     reply to comment
MacBradley Author
MacBradley Mar 26 2011, 5:46pm replied:

The problem with changing icon sizes, is that they have to be able to fit properly in the equipable "spots" in the top left of the inventory interface. For example, if the suit icons are different size than what's shown in the screen, they will crash the game when equipment because they don't fit in the slot where this screenshot has the military suit equipped.

There are other small details I might script in though, for example making binoculars, flashlight, 1 knife, PDA's, ect not count against inventory space. I don't want quest PDA's dropped due to size and people reporting broken quests because they didn't notice it.

+1 vote   reply to comment
Badhabbit
Badhabbit Mar 26 2011, 6:27pm replied:

I like this, any chance you can get a hardcap on the stacks of ammo? It feels over powered being able to carry 1k+ ammo.

+4 votes     reply to comment
MacBradley Author
MacBradley Mar 27 2011, 2:00am replied:

Even though ammo stacks on top of each other, each box counts towards the space limit. I can adjust the amount of bullets in a box, and/or make the boxes not stack on each other as well. I've actually been trying to decide if I should make all items unstackable; the reason being so that it is easier to visually see how much inventory space is used.

+3 votes   reply to comment
Badhabbit
Badhabbit Mar 27 2011, 2:06am replied:

That's great to hear, now you will actually have to decied if engaging that hostile group is worth the ammo or it is just better to run the long way round. This makes me happy due to the fact this sort of cap adds to the strategy an overall challenge of the game. Keep up the great work man :)

+2 votes     reply to comment
Badhabbit
Badhabbit Mar 27 2011, 2:16am replied:

Double post I know I'm a NOOB ;)... but what if you where to make the inventory fill from the bottom up if possible that could help players tell. Or put a counter for how many spots are left,even possibly changing the color of the unavailable boxes or removing them? I honestly don't know what you can do so just throwing out some random ideas.

+2 votes     reply to comment
MacBradley Author
MacBradley Mar 27 2011, 3:18am replied:

I'm still sorting through what UI scripting is possible to due within engine limitations. I do plan on adding a space counter next to the weight counter, as I'm pretty sure that's possible. I don't think I can have the inventory fill from the bottom up, but I do think I can have only the fill-able grids display, and put other UI information in the newly created space.

I'll do an actual news update on this once it is done, just like I plan to do with the Dynamic HUD. First I'm going to try and get another 2 or 3 map updates done this next week though.

+2 votes   reply to comment
Thryker
Thryker Apr 1 2011, 9:00pm replied:

Non-stackable Ammo boxes (Or only to a certain capacity E.G. 50 per box) could be good and may partially solve the age old realism v gameplay debate in stalker mods regarding the amount of Ammo dropped by npc's. Something like in the Resident evil series where the boxes only contain a certain amount of rounds, then you have to use another inventory slot for the next one, or combine them would be very good.

Or (Just an idea) would it be possible to change the icon of an ammo box to a corresponding magazine and cap the amount it can hold? E.G. box of pistol bullets (9x18) capped at 8 for the makarov with mag icon, can be filled at camps from ammo boxes (or where ever, just need a box of the correct ammo) It Could make storage spaces at traders for your ammo etc very worthwhile (If you plan to implement such a feature that is.) I suppose magazines may be too fiddly in the longrun, just had the idea thinking about 'clips' and Ammo boxes in RE1/2.

Also, will there be dynamic Stashes? I think this is in a few other mods where there is a chance other stalkers can raid them (The harder to reach ones being less likely to be ransacked) even the ability to put down your own?

Sorry for all the questions (again) your mod seems to be shaping up very nicely.

+2 votes     reply to comment
MacBradley Author
MacBradley Apr 2 2011, 5:30am replied:

Yes, the inventory idea was very RE inspired.

A magazine mod is possible, but there will be some oddities due to engine limitations. I may or may not consider the effort and workarounds worth it; I'm not sure yet.

Game configs already allow me to change box sizes to whatever is needed very easily. You're right, this does help solve the surplus of ammo problem that plagues many STALKER mods.

There are currently no plans for dynamic stashes. I am, however, including stashes I personally set in the game. They will be all unmarked, although NPC's can give hints.

+1 vote   reply to comment
Badhabbit
Badhabbit Apr 3 2011, 1:39am replied:

Sounds good, any chance that the weight limit could be more realistic though? I mean 50kg works out to be over 110 pounds that's insane. Then not to mention it takes another 20kg to go yellow which means that when you are in the yellow you are carrying over 154 pounds of weight. Just kind of throwing that out there.

+2 votes     reply to comment
MacBradley Author
MacBradley Apr 3 2011, 2:13am replied:

Right now in my working build I have 20kg starting stamina drain, with 30kg max if I recall. That's on a bandit jacket.

Most military outfits in real life are quite ergonomic these days, and can allow a soldier to carry upward of 100lbs, apparently. I think the drawback will be still a fairly low point when stamina reduces quicker, meaning more carry weight but still an issue of not being able to sprint often.

+1 vote   reply to comment
Badhabbit
Badhabbit Apr 3 2011, 12:35pm replied:

I suppose, most of my buddies say the heaviest kit they have ever really had to deal with was 80 pounds but I guess if you add in the weight of the rifle, the flak and the kevlar it would break slightly over 100 pounds if you look at it like that. Still 50kg seems way heavy especially with how long major D. Can run.

+2 votes     reply to comment
MacBradley Author
MacBradley Apr 4 2011, 12:19am replied:

I guarantee that those extreme stories I've heard make sure to include every added weight down to the dog tags and shoe laces, haha!

Once the internal BETA is open I'm sure you'll get a much better idea for suggestions on the carry weight situation.

+2 votes   reply to comment
Commissar1032
Commissar1032 Mar 26 2011, 11:44am says:

Awesome. Just plain and simple.

+2 votes     reply to comment
sgt.davis44
sgt.davis44 Mar 27 2011, 1:29pm says:

I have a small idea. Is it possible to buy backpacks along with suits? So the inventory size is increased when wearing a backpack too?

+2 votes     reply to comment
MacBradley Author
MacBradley Mar 27 2011, 9:05pm replied:

Possible, but I probably won't include it. Most of the suits in STALKER are some sort of military derivative, and much of the carrying space in done through carrying space compartments on the suit itself.

Different suits, however, I plan on giving different carrying spaces to as well, just like how the have different carry weights in vanilla.

+2 votes   reply to comment
CaptainLagfail
CaptainLagfail Mar 28 2011, 4:55am says:

How about adding a sling as a cheap upgrade path for all large weapons, with the effect that you can then carry one large gun on your shoulder, and one in the hands if the first gun had a sling? It can be as cheap as you like, the point is you must reach a safe zone with the gun before you can start bringing other guns back for sale, and when you decide to swap out for another gun to use, you will need to add a sling to that, and drop/sell the first slung gun.

It kind of balances out, as although the unslung weapon was most likely picked up for sale, you would have to use it in combat until you reached a safe zone, or drop it from your inventory every time you got in a fight in order to use your first gun.

Either way, you have to deal with sporadic amounts of ammo or a handicap of 2 or 3 seconds before you can shoot back (dropping empty picked-up gun, equipping slung gun).

+1 vote     reply to comment
MacBradley Author
MacBradley Mar 28 2011, 4:53pm replied:

Doubtful I'll add straps. Id imagine ever stalker would have means of trapping their weapons, and managing straps would start to get too tedious IMO. It's a slippery slope that could turn into needig to use a can opener or knife to open rations before eating them. Also, t would involve too much work considering how much work I still have to do. Thanks for the idea though.

+1 vote   reply to comment
CaptainLagfail
CaptainLagfail Mar 29 2011, 3:27pm replied:

The reason I suggested it is because, from the image above, it seems you can only carry one full size weapon in total, which is ridiculous considering the sheer amount of effort put into making modern weapons portable.

Your mod started with the purpose of making combat more realistic. Making gameplay in general more grounded in reality. Adding such an extreme limitation (One large gun only) would negate the usefulness of half the guns in the game. Shotguns are pointless enough with the ranges you find yourself engaging enemies at in this game. Sniper rifles (Other than the Vintar) are fairly useless inside buildings or against close up mobs of mutants that your pistol can't kill quickly. So you're left with assault rifles / smgs as the only usable guns in the game.

And comparing a valid game improvement (strap) that allows the freedom to carry an extra gun with all the realistic drawbacks inherent to it, to a gimmick with no purpose but to annoy (can opener) is a little silly, imho. What I'm suggesting keeps all the benefits of what you have planned, but allows some small storage flexibility for those who choose to use it, at a fair cost of maneuverability / combat flexibility.

+1 vote     reply to comment
MacBradley Author
MacBradley Mar 29 2011, 6:12pm replied:

The screenshot isn't final, I posted it the night I wrote the script. It still needs balancing from scratch, which will be further be tuned through the internal beta.

I didn't say the strap was a gimmick. I said it was a slippery slope to start adding more micro management features, and it going too far down that path could lead to tedious tasks such as the can opener example. Extreme example to make my point easy to see. I'm not calling anything a gimmick or making fun of your idea or anything; I think you're taking it the wrong way.

+1 vote   reply to comment
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Description

This is a screenshot of current recent progress of on an inventory space script I'm writing for RCOM. It is to make it so the number of "grids" that are occupied in the inventory space limited, in addition to the weight limitations.

Why you ask?

So that realistic high carry weights for outfits can be used for ergonomic military style outfits, but physical space still limited. An exaggerated example:

Say you're wearing an Exo, and you can carry 400kg of weight on you. Normally that would mean you could easily hold 10+ RPG's and 10+ PKM's, right? Well with the new script those will take up far more space than allowed, and only allow one of them to be in the inventory at a time.

In this screenshot you can see that it is not allowing the picking up of the LR-300 due to space limitations, despite the overall backpack weight being well under the limit.

I'm making this because it will make decisions on items not just about weight, but also their size and how awkward they are to carry around. You can't stuff your backpack with 3 AK74s and 10 boxes of ammo without clearing you're bag of essentially everything else in your possession.

I feel this script will work well for RCOM because it is both realistic AND creates an interesting RPG style gameplay dynamic for inventory management.

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Demonstration
Date
Mar 26th, 2011
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